Author's instructions

DO NOT redistribute my work to ANY other site. I have copyrights and a thorough knowledge of the judicial system and if my mods are found on ANY site other than nexusmods.com i will not hesitate for an instance to sue.

File credits

Yogensya- for allowing me to use his Brush Axe.Horus- for modelling me nw armor for the nightkin.Wanaming0 for Help and Sanity Checks

Thanks especially to the early Beta testers:DarkTihttps://www.nexusmods.com/fallout4/users/34929545ImNotDexDexhttps://www.nexusmods.com/fallout4/users/20086574

Also:

kkthebeast (Invaluable 3ds assistance, and the man who decoded the majority of the BSSubindex information now used in OutfitStudio / Bodyslide.https://www.nexusmods.com/fallout4/users/6194747

Gambit77 (Sound advice and helped crack the whip by demanding to get a copy to beta)https://www.nexusmods.com/fallout4/users/2695294

and many others I'll try to add later!

Oh and Last but not least, a thank you to Zzyxzz who spent some time last year beating us about the heads to forcibly explain why editing NPC's in CreationKit is the correct and only way to make a stable and stutter free mod.

Version v2.5

-Fixed some of the Pale Supermutants, which are spawning oddly after the last CK Cleansing. (Thanks to good info from JohnnyTest91)
LvlSupermutantAllRanged01_DLc03FarHarbor [NPC_:5B030341]
LvlSupermutantAllRanged02_DLC03FarHarbor [NPC_:5B02360E]
LvlSupermutantAutoAggro1200_DLC03FarHarbor [NPC_:5B02360C]-Working
LvlSupermutantGrenade_DLC03FarHarbor [NPC_:5B02360A]
LvlMutantHound_DLC03FarHarbor [NPC_:5B030340]
Removed AI Data

-All Supermutants Height range changed to 1.00 - 1.09, this seems to work for the testers

-Strong dropped to 1.05, I could not get him stuck in any doorways

Version v2.4

-I didn't update the ESP header, but the FOMOD is updated, get over it, and if you post a comment or bug report about it you're clearly not reading.

Version v2.2

-SM Height Fix... Standard Mutants Set at 1.05 to 1.125, should resolve the doorway issue

-SM Height Fix ... Strong Set to 1.10

-SM "Radiation Immunity" Fix... Having it was preventing the SM's to heal from Radiation Damage...

Version v2.1

-Removed the "Better Locational Damage" patch from the FMOD, as the patch provided by one of the testers was "Flawed"

Version v2.0

This only covers about 1/20th of the Changes, but are most of the critical things.

All Previous Bug reports closed with Prejudice.
Please try the mod before re-opening any.
Mod Conflicts are not Bugs.
Posting Mod Conflicts as Bug reports can result in Perma-Ban.

-No previous patches will be Valid, Period:
To much has changed, again this is not a cop out but a hard fact..
ESP was renamed intentionally.
-Every NPC has been rebuilt multiple times, from scratch.

-Every Armor record has been updated.. In the case of vanilla armor's I personally made "Light", "Medium" and "Heavy" versions of each... Oh and all Armor now has the same upgrades possible for player worn equipment.

-There is more than x10 the content in the previous SMR.
From new content the Team has added, to content we got permissions for, it's grown.

We've tested things, some of it for months, but again there is always a chance we missed something.
If that is the case try to be as specific as possible when making posts or bug reports, and be polite.

One of the things coming to SMR is m150's SM Cloths and Armor:
-One of the things Gambit77 and I discussed when working on ArmorKeywords was how to add them.
In the end we agreed adding the SM ArmorAddon to the vanilla record made more sense, as it reduces the overhead, removed unneeded and not useful duplicate items, and allows people to go ahead and dress up Strong without spending hours crafting stuff at the bench.

THIS MEANS THERE WILL BE MANY CONFLICTS WITH OTHER MODS THAT TOUCH THOSE RECORDS.....
This is not a bug, don't report it as such, heck a good number of mods include vanilla records in their mods for no good reason, or just to add a "RailRoad lining"
Look in FO4Edit and see if you can figure out the conflicts, adjust your load order as needed and either ask the Original Mod Author of said work to make a patch, or make one and publish / share it with us.

Creatures:
Massive changes, covering everything would be a pain.... but some general changes and specifics...
-General HP Difficulty Curve better balanced.
Not going to claim it's perfect, as everyone experience is going to be different, but there should not be the huge vanilla leaps between levels.

-Additional "levels" added to the Character tables to make this easier.
You'll see some SuperMutantBoss10 in the FormID List if you open the plugin in CK or FO4Edit.

SuperMutants:
-More variety in some of the existing variants
-New Subspecies.
-New Classes with related Bonuses and Penalties.
-Hit box Location matters:
Less damage on Limbs, more damage on head, make the fight more tactical.
Can survive partial dismemberment, however if you are a cheese monkey explosive weapon user you can cause bugs, so don't be one of those people.
-Size Tweaks:
Height etc tweaked a bit.
-Morphology Tweaks:
I figured out how to change the morph/Triangles on the SuperMutants successfully, which was not previously possible; this means you'll see skinny, fat, bulky, etc. Supermutants now, rather than the exact same body on every Mutant.

-Can use a wider variety of weapons:
Thanks originally to Abbalovesyou's work, but tweaked some, Supermutants have a much deeper table of weapons.
Some of them look fantastic, some of them are a little "off" here and there (less than perfect reloading animations, etc) but assuming you don't go crazy OCD, (and really in the middle of a firefight why are you looking closely at the SM's reloading a weapon) and enjoy the experience I think people should be pleased.
The weapons are added to the tables, some rarer than other, but you will see SM's with new weapons.

Behemoths
-More variety in some of the existing variants
-New Subspecies:
-Size Tweaks:
Height etc tweaked a bit.
-Combat and Interactions:
Behemoths are by default Neutral to the NPC's and Companions, Allied to SuperMutants which is a major change, this is because Behemoths are a magnitude more difficult. They should not attack you by default (Unless they have picked up on a crime committed near by) but will defend Allies (SuperMutants nearby) so DO NOT Pick a fight with one lightly.

Loot table is richer, but very very random, to account for the increased difficulty, there are Legendary variants, and huge variety in base difficulty (EditorID from 00 - 10 for stats, inventory and traits.

Boulders are no longer Heat Seeking missiles:
But do significant damage, which can one hit kill the Player at lower levels, well actually for a long time depending on how you have configured your game.
Before you instantly throw up your hands and complain, rage uninstall or post on Reddit how OP is, think of the physics of throwing a rock roughly the size of a midsize car engine (rough comparison, don't be a jerk) and what would happen to a person if an Engine was thrown like a fastball and hit full on. That target would become a red smear in the crater left by the Engine and concrete and steel fragments would be everywhere...
There is balance, the fact the Behemoth has a very telegraphed throwing animation alone is balance, so when you see him "Wind Up", find cover... If there is not cover near by, then plan to "Boss Fight" the Behemoth and avoid the incoming projectile as you can.

There will be typos....
I do 99% of the plugin work, and I do allot of the work after putting my daughter and wife to bed..
That means modding when tired (Don't drive, have serious discussions, make meaningful life choices tired, it's a bad idea) and the most common mistake I made is grammar and spelling (Likely more than a couple errors in this article)..

If you see errors that can't be Unseen, just make an override and send it over with a quick explanation.
Many thanks to Battousai124; DJ_Damo and joemitchelle320 for the help there.

For now don't expect patches for other mods from us....
We still have a ton of work to do, on RaiderOverhaul and a bunch of other things...
it doesn't mean we don't care, or might not do it (some time next year), but we have lives and have to prioritize what is important.

Version v1.3

swapped .esp file (mistakingly uploaded modded .esp)

Version v1.1

Removed unecessary overwritten entries

fixed nightkin invisibility error

added a timer to the projectile child of the FEV canister entry

Version v1.0

increased mutant unarmed damage

added super mutant commanders

added super mutant deadshots

added antiFEV grenades

fixed watchers bandana GO mesh

added antiFEV darts

added hydrant bat

added unique weapon, The Reaper

added Big Mack as a commander

added broken stealth boys for scrapping

added recipes for anti-FEV darts and grenades

removed super mutant breaker armor

added human meat to meat bag and raw meat leveled lists

Who doesn't like destroying super mutants right? With this mod, my main goal is to add more diversity to the loveable muties. Having just regular mutants and suicide mutants isn't enough. So I've added Nightkin, Glowing Behemoths, Glowing Mutant Hounds and more. They will put a larger strain on your tactics, and force you to tackle the mutant threat in new ways.

WARNING:This mod makes mutants a LOT stronger. Approach with caution, take time to evaluate your enemy. They are by no means indestructible, but they are more difficult to face. Especially the Nightkin. DO NOT underestimate them! Also, you HAVE to wait around 30 days in game for the full effects. Mutants as well as every single other npc in the game do not automatically change their entire appearance instantly. You need to wait, preferably indoors, for every mutant to respawn.

Included are the:These meta-humans faze in and out of invisibility, and their tactics can easily confuse and overwhelm an unprepared adventurer. They'll use broken, fizzled out stealth boys, but have an uncanny ability to make them function in their favor. They also brandish the Brush Axe, a large half-scythe, half-axe. It's best to take Nightkin out first, as they can easily out-maneuver the player. Stealth, surprise, confusion, these are the very essence of the Nightkin.

The Legendary template for super mutants has gotten an overhaul, and legendary mutants now glow with unbridled radiation. They have a new feature, a Radiation Shield, that pushes out immense waves of radioactivity, but only for short distances. While easy to spot from a long way off, these guys are the biggest and baddest of their kind, and taking them head on at close ranges is sure to be a death sentence. Expect rad build-up, and a challenging fight, as their aura heals their injuries gradually.

Strong has gotten quite a few upgrades. He now has triple the carry weight, is 10% taller than the normal mutant, and has more endurance. Strong will no longer dislike every day activities such as crafting, entering power armor or lockpicking. (He will still complain however) He does still dislike bribing people, curing Virgil, or letting synths go free. His companion-specific perk, "Berserker" now effects ALL weapons instead of melee only, and kicks in at 30% health instead of 20%. No longer will this mutie be the least used, and after extensive editing, he just may be your new favorite.

The mutant hounds have gotten some much needed attention. In the vanilla game there was only 3 versions, which means even at level 100 you would be fighting at max, level 28 hounds. So I've added proper leveling to them, and now they scale with the player. You can expect them to get much tougher at higher levels. The vanilla mutants always drop 1 mutant hound meat, but with this mod, you have a chance of getting up to 4 per hound. And ever wonder why glowing mutant hounds don't actually glow? Me too, so i fixed all of that. Glowing mutant hounds are now a force to be reckoned, they put out a lot of rads, as well as deal a lot more damage. There are also very rare "Irradiated Mutant Hellions", their legendary variants. Their bites deal a lot of damage, they close distance fast, and have unrivaled perception. Their greatest weakness? Shotguns.

There were files for a glowing behemoth in the archives, and since i was on that note, i figured why not, and added the deadliest behemoth of all, the Irradiated Behemoth. These monsters will release waves of ambient radiation, as well as pummel the PC with melee attacks. With the behemoths ability to close distance at a fast rate, this radiation can prove more deadly than ever. They don't spawn at low levels though, so it may be a while before you spot one. These abominations hold true to their namesake, and are among some of the most difficult enemies in the game. A kneecapper mod and some Radaway will go a long way when it comes to bringing these giants down.

I've gone through and added a ton of HD textures to help shape up the mutants, Virgil, strong, the behemoths, mutant hounds, Swan, super mutant armors, nearly everything involved with the mutants has gotten a touch up. No more blotchy undefined textures.

Lastly, I've added a bunch of small things to help round the mod out, the FEV sample for example is a hypodermic syringe filled with the ancient chemical strain. Players can try out the virus, but it wasn't intended to be a pleasant experience. There are also new schematics for a Stealth Boy Mark II Prototype, an age old tradition in fallout, this improved Stealth Boy will last 3X as long, but is heavier and requires more materials to craft. All Mutant armors are now lootable, and craftable.

To dowload, simply use the Nexus Mod Manager, or you can download manually, and drag and drop the contents of the .zip into your Data folder.